/*
 * Copyright (C) 
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* Script Data Start
SDName: CrystalSongForest
SDAuthor: Malcrom
SD%Complete: 99%
SDComment:
SDCategory: CrystalsongForest
Script Data End */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "Player.h"
#include "SmartScriptMgr.h"
#include "Transport.h"
#include "Vehicle.h"

enum ePreparationsForWar
{
	NPC_HAMMERHEAD					= 30585,
	NPC_CLOUDBUSTER					= 30470,
	TRANSPORT_ORGRIMS_HAMMER		= 192241,
	TRANSPORT_THE_SKYBREAKER		= 192242
};

class npc_preparations_for_war_vehicle : public CreatureScript
{
	public:
		npc_preparations_for_war_vehicle() : CreatureScript("npc_preparations_for_war_vehicle") { }

		struct npc_preparations_for_war_vehicleAI : public NullCreatureAI
		{
			npc_preparations_for_war_vehicleAI(Creature* creature) : NullCreatureAI(creature)
			{
			}

			uint8 pointId;
			uint32 searchForShipTimer;
			uint32 transportEntry;

			void InitializeAI()
			{
				WPPath* path = sSmartWaypointMgr->GetPath(me->GetEntry());
				if (!path || path->empty())
				{
					me->DespawnOrUnsummon(1);
					return;
				}

				Movement::PointsArray pathPoints;
				pathPoints.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));

				uint32 wpCounter = 1;
				WPPath::const_iterator itr;
				while ((itr = path->find(wpCounter++)) != path->end())
				{
					WayPoint* wp = itr->second;
					pathPoints.push_back(G3D::Vector3(wp->x, wp->y, wp->z));
				}

				me->GetMotionMaster()->MoveSplinePath(&pathPoints);
				
				NullCreatureAI::InitializeAI();
				pointId = 0;
				searchForShipTimer = 0;
				transportEntry = (me->GetEntry() == NPC_HAMMERHEAD ? TRANSPORT_ORGRIMS_HAMMER : TRANSPORT_THE_SKYBREAKER);
			}

			void MovementInform(uint32 type, uint32 id)
			{
				if (type == ESCORT_MOTION_TYPE)
					if (++pointId == 17) // path size
						searchForShipTimer = 3000;
			}

			void UpdateAI(uint32 diff)
			{
				// horde 7.55f, -0.09, 34.44, 3.13, +20
				// ally 45.18f, 0.03, 40.09, 3.14 +5

				if (searchForShipTimer)
				{
					searchForShipTimer += diff;
					if (searchForShipTimer >= 3000)
					{
						searchForShipTimer = 1;
						TransportsContainer const& transports = me->GetMap()->GetAllTransports();
						for (TransportsContainer::const_iterator itr = transports.begin(); itr != transports.end(); ++itr)
						{
							if ((*itr)->GetEntry() == transportEntry)
							{
								float x, y, z;
								if (transportEntry == TRANSPORT_ORGRIMS_HAMMER)
								{
									x = 7.55f;
									y = -0.09f;
									z = 54.44f;
								}
								else
								{
									x = 45.18f;
									y = 0.03f;
									z = 45.09f;
								}

								(*itr)->CalculatePassengerPosition(x, y, z);

								if (me->GetDistance2d(x, y) < 10.0f)
								{
									me->DespawnOrUnsummon(1000);
									if (Vehicle* vehicle = me->GetVehicleKit())
										if (Unit* passenger = vehicle->GetPassenger(0))
										{
											passenger->NearTeleportTo(x, y, z-(transportEntry == TRANSPORT_ORGRIMS_HAMMER ? 19.0f : 4.0f), M_PI);
											passenger->RemoveAurasDueToSpell(VEHICLE_SPELL_PARACHUTE); // maybe vehicle / seat flag should be responsible for parachute gain?
										}
								}
								else
									me->GetMotionMaster()->MovePoint(0, x, y, z, false, false);
								break;
							}
						}
					}
				}
			}
		};

		CreatureAI* GetAI(Creature* creature) const
		{
			return new npc_preparations_for_war_vehicleAI(creature);
		}
};

/*******************************************************
 * npc_warmage_violetstand
 *******************************************************/

enum Spells
{
    SPELL_TRANSITUS_SHIELD_BEAM = 48310
};

enum NPCs
{
    NPC_TRANSITUS_SHIELD_DUMMY   = 27306,
    NPC_WARMAGE_SARINA           = 32369,
    NPC_WARMAGE_HALISTER         = 32371,
    NPC_WARMAGE_ILSUDRIA         = 32372
};

class npc_warmage_violetstand : public CreatureScript
{
public:
    npc_warmage_violetstand() : CreatureScript("npc_warmage_violetstand") { }

    struct npc_warmage_violetstandAI : public ScriptedAI
    {
        npc_warmage_violetstandAI(Creature* creature) : ScriptedAI(creature)
        {
            SetCombatMovement(false);
        }

        uint64 targetGUID;

        void Reset()
        {
            targetGUID = 0;
        }

        void UpdateAI(uint32 /*diff*/)
        {
            if (me->IsNonMeleeSpellCast(false))
                return;

            if (me->GetEntry() == NPC_WARMAGE_SARINA)
            {
                if (!targetGUID)
                {
                    std::list<Creature*> orbList;
                    GetCreatureListWithEntryInGrid(orbList, me, NPC_TRANSITUS_SHIELD_DUMMY, 32.0f);
                    if (!orbList.empty())
                    {
                        for (std::list<Creature*>::const_iterator itr = orbList.begin(); itr != orbList.end(); ++itr)
                        {
                            if (Creature* pOrb = *itr)
                            {
                                if (pOrb->GetPositionY() < 1000)
                                {
                                    targetGUID = pOrb->GetGUID();
                                    break;
                                }
                            }
                        }
                    }
                }
            }else
            {
                if (!targetGUID)
                    if (Creature* pOrb = GetClosestCreatureWithEntry(me, NPC_TRANSITUS_SHIELD_DUMMY, 32.0f))
                        targetGUID = pOrb->GetGUID();

            }

            if (Creature* pOrb = ObjectAccessor::GetCreature(*me, targetGUID))
                DoCast(pOrb, SPELL_TRANSITUS_SHIELD_BEAM);

        }
    };

    CreatureAI* GetAI(Creature* creature) const
    {
        return new npc_warmage_violetstandAI(creature);
    }
};

void AddSC_crystalsong_forest()
{
	new npc_preparations_for_war_vehicle();
    new npc_warmage_violetstand();
}
